This topic is for the work on vegetation used in transport empire. This includes trees, bushes, rocks and other miscallenny.

Current theme - temprate climate.

If you want to submit media content for TE which follows this theme - please do this here.

Media might include - textures, models etc.General rules:

- Higher polycount and resolution is better then lower polycount and resolution- Format is irrelevant as long as it is relatively common or can be converted to a common format (blender, maya, 3d studio etc).- The content posted here is considered under GPL license. Therefore if you post, your work automatically becomes GPLd.

_________________All art and vehicle stats I authored for TT and derivatives are as of now PUBLIC DOMAIN! Use as you see fitJust say NO to the TT fan-art sprite licensing madness. Public domain your art as well.

This topic is for the work on vegetation used in transport empire. This includes trees, bushes, rocks and other miscallenny.

Current theme - temprate climate.

If you want to submit media content for TE which follows this theme - please do this here.

Media might include - textures, models etc.General rules:

- Higher polycount and resolution is better then lower polycount and resolution- Format is irrelevant as long as it is relatively common or can be converted to a common format (blender, maya, 3d studio etc).- The content posted here is considered under GPL license. Therefore if you post, your work automatically becomes GPLd.

- Higher polycount and resolution is better then lower polycount and resolution

Allthough there are automated ways to derive lowpoly meshes from highpoly meshes, these methods hardly ever deliver effecient results.
Therefore I would suggest to you to keep the models at least moderately lowpoly, or failing that as poly efficient as possible.

You should always try to be as poly efficient as possible. But that doesn't mean things should lack details. Just think for yourself when modelling: "Is anyone going to see this in game?" Just think about how far we'll be able to zoom in. I think we'll be able to zoom a little bit more in then in TTD.

Well, I feel it would be better to have a smoothly running game with the possibility to up the polycount, than a poorly running game that forces you to redo the models. I think starting off on the safe side should be considered.
In my personal opinion it's much easier to add detail/polygons to meshes than to effectively remove it without rebuilding from scratch.

That's why I posted, because in simutrans 96 a citizen could be created with something as simple as a lego model, when you go into the 128, or even 512, you can clearly see that it IS a lego, something not desirable.

Knowing the max level of detail would help a lot.

For example, look at Homeworld, yes, it's pretty. But on the closeup the spaceships look like boxes with decals, where every ship component (tubes, etc) looks odd.

It should prove interesting to create some generic people and UV maps for them. Yay, paint your own citizens!

_________________All art and vehicle stats I authored for TT and derivatives are as of now PUBLIC DOMAIN! Use as you see fitJust say NO to the TT fan-art sprite licensing madness. Public domain your art as well.

Well, I can't tell this is the closest zoom - it may be a few tiles closer or further, but that is the general scale.

Anyhow - it is far easier to make a small model, in the scale below, then a full scale trainz-like model methinks.

_________________All art and vehicle stats I authored for TT and derivatives are as of now PUBLIC DOMAIN! Use as you see fitJust say NO to the TT fan-art sprite licensing madness. Public domain your art as well.

That's why I posted, because in simutrans 96 a citizen could be created with something as simple as a lego model, when you go into the 128, or even 512, you can clearly see that it IS a lego, something not desirable.

Knowing the max level of detail would help a lot.

For example, look at Homeworld, yes, it's pretty. But on the closeup the spaceships look like boxes with decals, where every ship component (tubes, etc) looks odd.

It should prove interesting to create some generic people and UV maps for them. Yay, paint your own citizens!

The lego man model you posted may seem low on detail but still is very much high poly. Just look at the hands.

I think that if it is decided to add a trainz like camera, the models will need another level of detail, but focus on the main use of the models first.
The game needs models that are seen from affar and they will need to be lowpoly enough to render a whole bunch of them at the same time while also rendering terrain, buildings, trees etc.

The thing is, I doubted wether the max size you would see people would be the one with the scale seen in uzurpator's screenshot (or even twice as much), or something like, hmmm. Long time don't play a game . Empire earth?
Models in empire earth were pretty crappy, but they were articulated, do we want that or a box with 4 textures?

I know the Lego are crappy, but hey, if max scale is the one seen in that screeshot, they'd be enough to get the UVmaps

And even a wheel made with a 32 sided polygon is too much for this scale, since I've never created low polygon things, high polygon is easier, and for sprites, works the same.

For people this size I expect a very very low amount of polygons, but that depends on the max size they'll have.

This guy is taken from a screenshot of empire earth, do we want that? Extra work, extra time, extra polys. If they're going to be the size of pak96 citizens, as in screenshot 2, I bet you won't be able to distinguish a box with textures taken from a lego guy or from a human shaped thing. <-- But from the lenght of the legs

_________________All art and vehicle stats I authored for TT and derivatives are as of now PUBLIC DOMAIN! Use as you see fitJust say NO to the TT fan-art sprite licensing madness. Public domain your art as well.

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